Tanker: Difference between revisions

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{{TOCleft}}
{{Infobox_AT
|image=[[File:Archetypeicon_tanker.png]]
|pri=Defense
|sec=Melee
|inherent=[[Inherent Powers#Gauntlet|Gauntlet]]
|hp_base=1874.1
|hp_max=3534
|anc_sets=10
|dam_melee=0.950
|dam_range=0.800
|buff_dam_melee=0.100
|buff_def_melee=0.100
|buff_res_melee=0.100
|buff_tohit_melee=0.100
|debuff_dam_melee=0.070
|debuff_def_melee=0.070
|debuff_res_melee=0.080
|debuff_tohit_melee=0.070
|endmod_melee=1.000
|fear_melee=1.490
|heal_melee=96.381
|healself_melee=187.407
|immob_melee=1.192
|kb_melee=2.596
|sleep_melee=1.192
|slow_melee=0.800
|stun_melee=1.192
|taunt_melee=2.050
|threat_melee=4.0
|buff_dam_range=0.100
|buff_def_range=0.075
|buff_res_range=0.075
|buff_tohit_range=0.100
|debuff_dam_range=0.100
|debuff_def_range=0.070
|debuff_res_range=0.075
|debuff_tohit_range=0.100
|endmod_range=1.000
|fear_range=1.490
|heal_range=96.381
|immob_range=1.192
|kb_range=2.596
|sleep_range=1.192
|slow_range=0.800
|stun_range=1.192
|taunt_range=2.050
|threat_range=4.0
|dam_res_max=90%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=500%
|dam_min=10%
|def_max=225.05%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2500%
|regen_min=0%
|recov_max=500%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1260.6 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}
== Overview ==
== Overview ==
{{TOCright}}
The '''Tanker''' can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
 
[[Image:archetypeicon_tanker.png|left]]
The '''Tanker''' can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. but the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
 
Faction: '''Hero'''


The Tanker's powersets are:
The Tanker's power sets are:


'''Primary''': Defense<br>
'''Primary''': Defense<br />
'''Secondary''': Melee
'''Secondary''': Melee


The Tanker has high hit points and medium damage.
{{ATStats|survive=10|melee=7|ranged=2|control=5|support=3|pets=2}}
 
== Powersets ==


=== Primary Powersets ===
== Power Sets ==
{{section columns
| heading 1 =
=== Primary Power Sets ===
| section 1 =
A Tanker's primary power sets are designed specifically for defense. They are:
{{Category Listing|Tanker Primary}}


A Tanker's primary powersets are designed specifically for defense.  They are:
| heading 2 =
 
=== Secondary Power Sets ===
* [[Fiery Aura]]
| section 2 =
* [[Ice Armor]]
A Tanker's secondary power sets are designed for melee. They are:
* [[Invulnerability]]
{{Category Listing|Tanker Secondary}}
* [[Stone Armor]]
 
=== Secondary Powersets ===
 
A Tanker's secondary powersets are designed for melee. They are:
 
* [[Battle Axe]]
* [[Energy Melee]]
* [[Fiery Melee]]
* [[Ice Melee]]
* [[Stone Melee]]
* [[Super Strength]]
* [[War Mace]]


| heading 3 =
=== Ancillary Power Pools ===
=== Ancillary Power Pools ===
* [[Arctic Mastery]]
| section 3 =
* [[Earth Mastery]]
* [[Dark Mastery]]
* [[Energy Mastery]]
* [[Earth Mastery (Brute/Tanker)|Earth Mastery]]
* [[Pyre Mastery]]
* [[Energy Mastery (Brute/Tanker)#Tanker|Energy Mastery]]
* [[Fire Mastery (Brute/Tanker)|Fire Mastery]]
* [[Ice Mastery (Brute/Tanker)|Ice Mastery]]
* [[Psionic Mastery]]


== Strategies ==
| heading 4 =
The Tanker strategy is fairly linear; first and foremost, the Tanker has to focus on surviving, and then, on gathering attention away from allies. Fortunately, attacking people is a fine way to garner attention, and this means the Tanker's role is not one prone to non-obvious tactics. Advanced combat maneuvers are things the Tanker can experiment with easily, because the Tanker has a large margin of error. Unlike some other archetypes, the Tanker's raw stats allow the Tanker a degree of safety even in the worst of situations.
=== Patron Power Pools ===
| section 4 =
* [[Leviathan Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Leviathan Mastery]]
* [[Mace Mastery#Brute / Tanker|Mace Mastery]]
* [[Mu Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Mu Mastery]]
* [[Soul Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
}}


=== Herding ===
=== Inherent Powers ===
Herding is at its simplest, a description for dictating the movement of enemies, a form of [[Aggro Management]]. Now, all archetypes, can to some extent or another, by understanding the way enemies react to player actions, engage in herding, but the Tanker can excel in this field, thanks to their high defensive ability and their inherent power, Gauntlet.
* [[Inherent Powers#Gauntlet|Gauntlet]] taunts the target of Tankers' attacks and enemies nearby, increases the Radius of most [[AoE]]s by 50% and the target cap from 10 to 16, and the Arc of most Cones by 50% and the target cap from 6 to 10.


The most basic form of Herding available to a Tanker involves a damage aura (such as is available to the Fiery Aura set). The Tanker moves to engage the enemies, but rather than closing with the nearest enemy and attacking, the Tanker instead moves close enough to the available enemies to deal them some damage with his aura, then closes with their 'priority' enemy, and launch their attacks. Thanks to the damage dealt, and the Tanker's Gauntlet power, the enemy units (unless otherwise distracted) should close with the Tanker, and keep their attention focused on the person best able to take it.
== Historical ==
{{Historical|type=section|reason=change}}


All Tanker primaries have auras that allow this, just available at different levels. Invulnerability gets its latest, Invincibility, at level 18. Also, at the lower levels, enemies are less deadly, and Tanker players can get a better handle on how much they can handle in this maneuver.  
* Tankers have been in the game since [[Issue 0]], originally a City of Heroes [[archetype]]. Their original primary powersets were Fiery Aura, Ice Armor, Invulnerability, and Stone Armor. Their original secondary powersets were Battle Axe, Energy Melee, Fiery Melee, Ice Melee, Stone Melee, Super Strength, and War Mace.
* Arctic Mastery, Earth Mastery, Energy Mastery and Pyre Mastery were added to the game in [[Issue 3]].
* Dual Blades and Willpower were added to the game in [[Issue 11]].
* Dark Armor and Dark Melee were [[Power Set Proliferation|proliferated]] to Tankers in [[Issue 12]].
* Shield Defense was added to the game in [[Issue 13]].
* Electric Armor and Electrical Melee were proliferated to Tankers in [[Issue 16]].
* Kinetic Melee was added to the game with [[Going Rogue]].
* [[Bruising]] was added to the Tier 1 power of all [[Tanker#Secondary Power Sets|secondary power sets]] for Tankers in [[Issue 18]].
* The [[Patron Power Pools]] were made available to Tankers in Issue 18.
* Super Reflexes and Martial Arts were proliferated to Tankers in [[Issue 21]].
* Street Justice was added to the game on October 4, 2011.
* Titan Weapons was added to the game on December 6, 2011.
* Staff Fighting was added to the game on April 17, 2012.
* Bio Armor, Psionic Melee, Radiation Armor, Radiation Melee, and Savage Melee were added to the game in [[Issue 25]].
* Claws, Katana, and Spines were proliferated to Tankers in Issue 25.
* [[Bruising]] was removed, [[Inherent_Powers#Gauntlet | Gauntlet]] was redesigned, and Tanker [[Damage Scale]] and [[Damage Cap]] were increased in [[Issue 26 Page 4 | Issue 26, Page 4]].


While this maneuver can be broken by large, area sources of damage, knockback, or other disruption, the effect of a herded group can allow supporter archetypes a focused point where they can orient their area effects (such as Tar Patch, or a large area debuff like Lingering Radiation), or allow a character to peel off small numbers of opponents that they can handle.
== See Also ==
 
* [[Archetypes]]
=== Early Play ===
* [[Tanker Strategy]]
Many tanker sets are lacking for melee attacks early on, because of the slow progression through the offensive set available to the Tanker. This means that many Tankers are able to make a great deal of use of temporary combat powers (such as the Veteran Rewards powers), or of pool power attacks (such as Air Superiority). At least early on, filling out a decent number of attacks can allow a Tanker to reach the higher levels and therefore, the more powerful defensive abilities.
* [[Scranker]]


== External Links ==
== External Links ==


* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
* [http://www.alteredgamer.com/city-of-heroes/5515-coh-city-of-villains-guide-to-the-tanker-archetype/ Summary and Analysis of Tanker powersets]
* [http://web.archive.org/web/20121025125321/http://na.cityofheroes.com/en/game_info/archetypes/hero_archetypes.php Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
{{Navbox Archetypes}}


[[Category:Archetypes]]
[[Category:Archetypes]]

Latest revision as of 22:54, 29 February 2024

Tanker
Archetypeicon tanker.png
Primary Defense
Secondary Melee
Inherent Gauntlet
Base HP 1874.1
Max HP 3534
Primary Sets 11
Secondary Sets 22
Epic Power Pools 10
v  d  e


Overview

The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.

The Tanker's power sets are:

Primary: Defense
Secondary: Melee

Tanker Stats
Survivability
10
Melee Damage
7
Ranged Damage
2
Crowd Control
5
Support
3
Pets
2

Power Sets

Primary Power Sets

A Tanker's primary power sets are designed specifically for defense. They are:

Inherent Powers

  • Gauntlet taunts the target of Tankers' attacks and enemies nearby, increases the Radius of most AoEs by 50% and the target cap from 10 to 16, and the Arc of most Cones by 50% and the target cap from 6 to 10.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • Tankers have been in the game since Issue 0, originally a City of Heroes archetype. Their original primary powersets were Fiery Aura, Ice Armor, Invulnerability, and Stone Armor. Their original secondary powersets were Battle Axe, Energy Melee, Fiery Melee, Ice Melee, Stone Melee, Super Strength, and War Mace.
  • Arctic Mastery, Earth Mastery, Energy Mastery and Pyre Mastery were added to the game in Issue 3.
  • Dual Blades and Willpower were added to the game in Issue 11.
  • Dark Armor and Dark Melee were proliferated to Tankers in Issue 12.
  • Shield Defense was added to the game in Issue 13.
  • Electric Armor and Electrical Melee were proliferated to Tankers in Issue 16.
  • Kinetic Melee was added to the game with Going Rogue.
  • Bruising was added to the Tier 1 power of all secondary power sets for Tankers in Issue 18.
  • The Patron Power Pools were made available to Tankers in Issue 18.
  • Super Reflexes and Martial Arts were proliferated to Tankers in Issue 21.
  • Street Justice was added to the game on October 4, 2011.
  • Titan Weapons was added to the game on December 6, 2011.
  • Staff Fighting was added to the game on April 17, 2012.
  • Bio Armor, Psionic Melee, Radiation Armor, Radiation Melee, and Savage Melee were added to the game in Issue 25.
  • Claws, Katana, and Spines were proliferated to Tankers in Issue 25.
  • Bruising was removed, Gauntlet was redesigned, and Tanker Damage Scale and Damage Cap were increased in Issue 26, Page 4.

See Also

External Links